Mental Mutation Drawback: Acute Distraction

Mental Mutation Drawback: Acute Distraction

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A minor and rather annoying drawback for your OSR game. SQUIRREL!

The epidermal layer of the mutant exudes a glowing substance. The light produced is strong enough to give opponents a better chance of striking the mutant in dim or poor light, but on the other hand have a more difficult time striking the mutant during the day, as the same substance makes the mutant appear fuzzy or slightly out of focus.  In low-light conditions opponents gain two plus the power score modifier to hit, but in light suffer the same as a penalty instead of a bonus. This produces the same level of torch-light.

Mutation Index

Glowing Secretion (drawback)

Type: Plant

Frequency: Rare

Power Score: Yes

Range: Power score in feet

Duration: Permanent

AI Recognition: +2

Damage: None

Uses: Constant

 

Aging Field

Type: Plant

Frequency: Rare

Power Score: Yes

Range: Power score in feet

Duration: Power score in minutes. Effect is permanent.

AI Recognition: None

Damage: None

Uses: One plus power score modifier per 72 hours.

 

Acute Dyslexia (drawback)

Type: Mental

Frequency: Very common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

Acute Hyper Healing

Type: Mental

Frequency: Common

Power Score: Yes

Range: Personal

Duration: Instant

AI Recognition: None

Damage: None

Uses: One plus power score modifier per day.

 

Atrophied Natural Weapon (drawback)

Type: Physical

Frequency: Very common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: +1

Damage: None

Uses: Constant

 

Acute Lysosomal Function

Type: Physical

Frequency: Uncommon

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Dietary Requirement Change (Drawback)

Type: Physical

Frequency: Very common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

Roll on the chart below for the type of dietary change:

 

Dietary requirement change table

Roll

Dietary Requirement

Effect

1

Blood

The mutant must consume the power score in hit points of blood, or 2 quarts.

2

Bone

The mutant requires bone (or calcium) to survive, and has to consume the power score in hit points (or 1 pound) of bone per feeding.

3

Cannibal

The mutant must consume the power score in hit points (or 1 pound) worth of flesh of its own species per feeding. +6 to reaction if this is discovered.

4

Carrion

Any type of clearly rotting flesh will do, one plus the power score modifier to Charisma due to the scent of decay that surrounds the mutant.  The flesh to be consumed must be at least seven days old. Anything less and the mutant will not gain any benefit. The mutant must consume the power score in hit points (or 1 pound).

5

Cerebellum

The mutant has a horrible need to consume the nervous centers of sentient creatures. This requires the mutant to kill and eat the brains of sentient creatures, which will make it an outcast in almost every society.

6

Chitin

The mutant needs to consume the power score in hit points (or 1 pound) of chitin or crustacean shells per feeding.

7

Fungal

The mutant must consume the power score in hit points (or 1 pound) of fungal matter per feeding.

8

Living Flesh

The mutant cannot consume dead flesh. The food must be consumed right off the still living creature. The mutant must consume the power score in hit points (or 1 pound) to a living creature. Flesh more than the power score in minutes old provide no nutritional value.

9

Metal

The mutant must consume at least one pound of metal. Most mutants will be forced to ‘shave’ down metal into filings or something it can consume easily. Rust will do as well.

10

Parasite

The mutant must physically attach itself to another living creature. It will drain the power score in hit points per day from the creature in order to survive. Another drawback is that the mutant with this dietary requirement cannot heal naturally; it has to be attached to another creature in order to regain hit points via feeding, or use the host’s natural healing capability. When this is happening, the host cannot heal damage naturally!

11

Petroleum

The mutant must consume one plus the power score modifier in quarts of any type of petroleum. This can be raw oil, refined fuel, propane, any type of petroleum product.

12

Plastics

The mutant must consume one plus the power score modifier in pounds worth of any type of plastic.

13

Poison

The mutant must consume at least two plus the power score modifier of destructive poison per feeding. The upside is the mutant is also immune to destructive poison.

14

Radiation

The mutant must bathe in radiation for 10 hours minus the class of radiation (so class 5 radiation would require the mutant to bathe in the radiation for 5 hours), with the mutant always having to spend at least one hour in the radiation. The mutant is likewise immune to the effects of radiation.

15

Silica

In order to survive the mutant must consume one plus the power score modifier in pounds of sand, crystals, glass, quartz or any other similar substance.

16

Textiles

The mutant has to eat artificial fabrics such as cotton, polyester or other such fabrics. One plus the power score modifier must be consumed to gain any nutritional benefit.

17

Vegetable

The mutant must consume the power score in hit points (or 1 pound) of vegetable matter per feeding. This can be anything from grass to wood to sentient plants, it does not matter.

18-20

Choose

Choose one type of dietary requirement change from the above list.

 

Adhesive Sap

Type: Plant

Frequency: Uncommon

Power Score: Yes

Range: Power score in feet

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constitution score, see description.

 

King Zombie (Expert) CR 5 XP 1,600

Chaotic neutral, medium undead

Init; Senses Darkvision 60 ft.; Perception +16

 

Defense                                                             HP 65

EAC 17; KAC 18

Fort +4; Ref +4; Will +10

Immunities undead immunities, un-living, zombie immunity

Offense

Speed 35 ft.

Melee Survival knife, +10, (1d4 S)

Ranged Sonic rifle, +10, (1d10+5 S0, Crit deafen)

Offensive Abilities Control zombie, controlling bite, modify zombie behaviour

 

Statistics

Str +0; Dex +2; Con -; Int +5; Wis +3; Cha +0

Skills Acrobatics +11, bluff +11, diplomacy +16, sense motive +16, stealth +11

Feats Deadly aim, small arms proficiency, long arm proficiency

Languages Common, Eoxian, Kasatha, Shirren, Vesk

Gear None

 

Ecology

Environment Any

Organization Solitary

 

Special Abilities

Control Zombie (Sp) The King zombies are fully capable of controlling other zombies. Any zombie they encounter automatically falls under their control, and they can command a total of 10 CR levels worth of zombies (and only zombies). Any intelligent zombie is allowed a Will save (DC 14) to resist. Mindless zombies are automatically controlled. The intelligent zombies are allowed a new saving throw once every 5 days, and if they succeed, they are able to wrest control away from the King. They can still stay and follow his orders if they so desire. If the King takes levels in any type of class, the number of CR levels in zombies they can control increases by 2 per level. So if the King has three levels in Mystic, they will be able to control a total of 16 CR levels in zombies.  This ability can be used at will.

Controlling bite (Su) Any living humanoid bitten by a King Zombie must make a Will save (DC 14) or fall under the control of the creature. They are still able to act and think, and can even work against the creature that bit them and can even (eventually) break the control. The creature maintains control by biting the victim at least once every 48 hours, or forcing the victim to consume its blood. The victim is allowed a new saving throw every 48 hours to attempt to break the control, unless the victim is once again bitten or forced to consume the blood of a King. If that happens, the victim automatically fails the saving throw.

Modify zombie behaviour (Su) Whenever the King encounters large groups of zombies, he can choose to control some, or make attempt to sway the hoard. All zombies within 100 feet of the king can be forced to turn another direction, stand perfectly still or other simple actions. If any of the zombies in the area of affect are intelligent, they gain a Will save (DC 14) to ignore these simple commands. This can be used once per hour. The King may attempt to force the zombies to turn on one another and attack. The group is allowed a collective Will Save (DC 14). If it fails, they will instead turn on the king and attack him instead! They will be immune to this ability for 24 hours.

Zombie Immunity (Ex) If the King ever encounters zombies, they will ignore him entirely, even if he attacks them – with one exception (see Modify zombie behaviour). Intelligent zombies are able to ignore this by making a Will save (DC 14). If the will save succeeds, they are fully capable of taking any action against the king they so desire.

 

Acute Distraction (drawback)

Type: Mental

Frequency: Very common

Power Score: Yes

Range: Personal

Duration: Permanent

AI Recognition: None

Damage: None

Uses: Constant

 

Starfinder: King Zombie

Starfinder: King Zombie

Starfinder: Wrapped

Starfinder: Wrapped